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Time for Unbalanced Troops

PostPosted: Mon Oct 30, 2017 12:25 pm
by HitRed
Let's face it...at Little Bighorn, The Alamo, Midway and other battles throughout history...the sides weren't always even.

Here on CC every player starts with the same number of troops. We've got balanced covered.

It's time to design the Unbalanced Maps!




Example

Tarawa Island, Pacific Ocean 1943

18,000 US Marines used a direct beach assault against 6,400 well emplaced Japanese. After only 76 hours of fighting the USA had huge casualties. Only 17 Japanese soldiers survived.

To make this work...

The attacker would have a clear 3 to 1 advantage. Imagine 600 on 200. Heavy bombardment. Very limited reinforcements.

The defender would have to survive 20 turns. Using terrain, light bombardment and +1, +2 auto deploys to simulate the advantage of bunkers and gun emplacements.

Team 1 wins if they remove EVERY Team 2 defender. Team 2 wins if any troop survives the 20th round.

The round limit would make it an all out assault just like the real battle.

CC has grown a lot. We can handle it.

HitRed


https://www.bing.com/images/search?view ... ay&first=1

Re: Time for Unbalanced Maps

PostPosted: Mon Oct 30, 2017 4:43 pm
by riskllama
meh. i'd rather just have the actual maps, maybe "unbalance" them for a scenario or some shit.
*shrugs*

Re: Time for Unbalanced Forces

PostPosted: Mon Oct 30, 2017 4:47 pm
by DoomYoshi
If you want imbalance, just play Pearl Harbor, or a large map with 2 players. Whoever goes first will probably win.